Trap Generator
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Chain Flail
A barricade is holding back the trap and breaking it open causes the trap to trigger, which causes large flails to swing. The ceiling is covered in holes and mechanisms.
Effect: Initiative +4, 1 attack per round, +12 to hit against all targets within 5 ft., 26 (4d10) bludgeoning damage and knocked prone
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap.
False Stairs
A door is trapped and either has buttons or holes to fit a weapon that produce a note, or requires an instrument to be played before it. If the wrong tune is played before opening the door then the trap is triggered, which causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.
Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 26 (4d10) damage and be knocked prone
Trigger: musical tune, a musical tune can be heard elsewhere in the dungeon, and the tune must be repeated at a door or similar to disable the trap.
Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to figure out that the lock requires a specific tune. A successful DC 15 Performance check can recall and play the tune if the character heard it. A successful dispel magic (DC 14) cast on the eye disables the trap. An unsuccessful check triggers the trap. A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.
Destroying Traps
Traps can be damaged and destroyed, sometimes to good or bad effect. Pipes containing fire or poison will rupture and spray over the area, while mechanisms can be rendered inoperable with enough force. Determine the HP and AC of your traps based on the tables below. Sometimes a fragile trap is more dangerous than a resilient one if destroying it will fill the corridor with acid.
| Substance | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood, bone | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
| Size | HP (Fragile) | HP (Resilient) |
|---|---|---|
| Tiny (bottle, lock) | 1 (1d4) | 6 (2d4) |
| Small (chest, lute) | 2 (1d6) | 12 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 20 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 25 (5d10) |
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